EDIT: Hey it might be a good idea if you split the mod into 2 downloads, 1 which contains the physics fix and other tweaks, and the other which contains everything including the new blocks.
Guarantee you it will get you extra downloads, plus it helps those people for which every spare block ID counts.
(unless disabling those blocks in the config completely frees up their ID's?)
The next version will have the ability to disable many things in the config file.
Playing around with it a bit I'd suggest some sort of compatibility mode for existing track layouts. Dropping it in on an offline copy of a world with a large, complex rail system the mod breaks existing booster to run length ratios. Which is a pain to deal with if you'd like to just install and start using the mod without extensive prep.
Also maybe a tips section for things like keeping those pesky spawns off your rail :wink.gif:
Rollback Post to RevisionRollBack
I spent most of my dough on booze, boats and broads. The rest of it, I wasted.
-E. Leonard
Playing around with it a bit I'd suggest some sort of compatibility mode for existing track layouts. Dropping it in on an offline copy of a world with a large, complex rail system the mod breaks existing booster to run length ratios. Which is a pain to deal with if you'd like to just install and start using the mod without extensive prep.
Also maybe a tips section for things like keeping those pesky spawns off your rail :wink.gif:
How drastically does it changes the boost ratio on a ridden cart? I dont think I increased the drag factor by more than 0.001 (1/10th of 1%) for a ridden cart. And that was just because I rounded it off. I think even marginally increased the boost factor (also 0.001). I did however change where the boost code is called which might have messed things up but it was unintentional. At this point, I dont even know how I would "put it back" so to speak since I completely changed the way the whole system works. I might be able to tweak it enough to fix it, but I need more info. My tests indicated that boosters still work fine at the wiki recommended 38 block spacing.
How drastically does it changes the boost ratio on a ridden cart? I dont think I increased the drag factor by more than 0.001 (1/10th of 1%) for a ridden cart. And that was just because I rounded it off. I think even marginally increased the boost factor (also 0.001). I did however change where the boost code is called which might have messed things up but it was unintentional. At this point, I dont even know how I would "put it back" so to speak since I completely changed the way the whole system works. I might be able to tweak it enough to fix it, but I need more info. My tests indicated that boosters still work fine at the wiki recommended 38 block spacing.
It's most obvious climbing hills. If it's not rail drag or booster efficiency maybe max momentum? It's hard to even guess without seeing your code. I'll pm details when I get some time to test.
Rollback Post to RevisionRollBack
I spent most of my dough on booze, boats and broads. The rest of it, I wasted.
-E. Leonard
I dont know whats wrong with your virus scanner but I've scanned all the files using http://onlinescan.avast.com/ and they all came back clean.
I am running Avast pro and no virus alert. I do a boot scan once a week and get a few Java agents, but not with this mod. I download a lot of mods, that is why I do the boot scans.
Yes it appears to be changing the location of the booster code that caused that. I'll fix it but now I need to rebalance the speed boosters. =P
And just warning, boosters will be getting a major overhaul once the cart linking is in. Mainly a significant increase in cost, but they will also be less effective on full storage carts. Might also see a boost reduction, have to wait and see. I'll probably put the boost factor in the config file though if I do.
This version will require Forge 1.1.2. Start with a fresh jar.
Changes:
Added Wooden Rails.
Added TNT cart and Priming Rail.
Fixed some high speed issues with slopes and collisions, rebalanced the high speed boosters (you might die, careful)
Fixed and improved cart lighting
Restored Powered Rails to their vanilla behavior. Never intended to change them (yet).
Reduced the likelihood that harvesting advanced rails will drop a normal rail due to tile entity caching issues. No tile in cache = drop normal rail, should happen less often now.
Reworked recipes for all rails (even the vanilla rails) - I thought the requirement for a single stick was kind of silly since the "sleepers" are a major cost factor when building rails in real life. The new recipes will require a railbed instead of a stick. Railbeds are made from four ties. Ties are made from three plank slabs. Normal rails will use wood, Speed rails will use stone.
Rewrote Loader/Unloader inventory interface code - Loaders/Unloader now have an invisible inventory slot that they will fill/empty. This makes them directly compatible with Buildcraft pipes. There is currently no GUI, so if you really must get at the items in that slot you will have to load them into a minecart or destroy the Loader/Unloader. Additionally, they can now put/remove items from any block with an inventory and are ISidedInventory aware. Meaning that a Loader next to a Furnace will remove items from the output slot. And an Unloader on top of a Furnace will put items in the input slot. Unfortunately, there is no way to put items in the fuel slot due to the way the Unloader works (can't put a furnace on top of an Unloader).
Expanded config file options: disable various blocks, rail, old recipes, etc... (not everything yet)
Installed V 1.3 it ssems that somthing with the border-rail has changed, now a single power-tick (i use RedPower-timer at some stages for this) isen't long enough to start the cart.
can you please revert this to as it in V 1.2 was ?
THX
Installed V 1.3 it ssems that somthing with the border-rail has changed, now a single power-tick (i use RedPower-timer at some stages for this) isen't long enough to start the cart.
can you please revert this to as it in V 1.2 was ?
THX
Damn, that's probably a side effect of the booster fix. ><
Hmmm first of all hi! second im a little bit confused... i was testing the mod and something interesting happend to me.
whe the minecart go all the way across the rails it blow up! just like that XD the first time i thougth it was a creeper that i did not see... but then i try again without enter in the minecart and it blow up! XD i installed it rigth (1.2.0 not the 1.3.0) so.. i dont know what is going on XD help?
Hmmm first of all hi! second im a little bit confused... i was testing the mod and something interesting happend to me.
whe the minecart go all the way across the rails it blow up! just like that XD the first time i thougth it was a creeper that i did not see... but then i try again without enter in the minecart and it blow up! XD i installed it rigth (1.2.0 not the 1.3.0) so.. i dont know what is going on XD help?
Which rails? Cart will explode if you boost them to high speed and then leave the high speed rails without slowing down. If you werent using speed rails, I'd suggest installing 1.3.1. I rewrote a large portion of the high speed logic for 1.3.
What makes you think I was ever being reasonable? I'm sitting here with a pile of guns while wearing a flamethrower, and you thought that, at some point, I was being reasonable?
Your asking the wrong person. In order to be compatible, Steve's Cart needs to be changed. Even if I post a version that modified the base classes, Steve's Cart will still be incompatible because we both change EntityMinecart. And as I have yet to be approached by the maker of Steve's Cart, I doubt it will happen soon. Alternatively my forge petitions may come through eventually and we'll get the hooks we need that will make it much simpler to be compatible.
The next version will have the ability to disable many things in the config file.
Playing around with it a bit I'd suggest some sort of compatibility mode for existing track layouts. Dropping it in on an offline copy of a world with a large, complex rail system the mod breaks existing booster to run length ratios. Which is a pain to deal with if you'd like to just install and start using the mod without extensive prep.
Also maybe a tips section for things like keeping those pesky spawns off your rail :wink.gif:
-E. Leonard
How drastically does it changes the boost ratio on a ridden cart? I dont think I increased the drag factor by more than 0.001 (1/10th of 1%) for a ridden cart. And that was just because I rounded it off. I think even marginally increased the boost factor (also 0.001). I did however change where the boost code is called which might have messed things up but it was unintentional. At this point, I dont even know how I would "put it back" so to speak since I completely changed the way the whole system works. I might be able to tweak it enough to fix it, but I need more info. My tests indicated that boosters still work fine at the wiki recommended 38 block spacing.
I dont know whats wrong with your virus scanner but I've scanned all the files using http://onlinescan.avast.com/ and they all came back clean.
It's most obvious climbing hills. If it's not rail drag or booster efficiency maybe max momentum? It's hard to even guess without seeing your code. I'll pm details when I get some time to test.
-E. Leonard
I am running Avast pro and no virus alert. I do a boot scan once a week and get a few Java agents, but not with this mod. I download a lot of mods, that is why I do the boot scans.
This needs rp2, configs are in the zip. I can post a .schematic of an older (base redstone timer) section if you need it.
-E. Leonard
And just warning, boosters will be getting a major overhaul once the cart linking is in. Mainly a significant increase in cost, but they will also be less effective on full storage carts. Might also see a boost reduction, have to wait and see. I'll probably put the boost factor in the config file though if I do.
This version will require Forge 1.1.2. Start with a fresh jar.
Changes:
can you please revert this to as it in V 1.2 was ?
THX
Damn, that's probably a side effect of the booster fix. ><
whe the minecart go all the way across the rails it blow up! just like that XD the first time i thougth it was a creeper that i did not see... but then i try again without enter in the minecart and it blow up! XD i installed it rigth (1.2.0 not the 1.3.0) so.. i dont know what is going on XD help?
Not so fatal, i insert a repeater and it goes
Which rails? Cart will explode if you boost them to high speed and then leave the high speed rails without slowing down. If you werent using speed rails, I'd suggest installing 1.3.1. I rewrote a large portion of the high speed logic for 1.3.
Well posted a version with a fix for the timer issue anyway. =P
Your asking the wrong person. In order to be compatible, Steve's Cart needs to be changed. Even if I post a version that modified the base classes, Steve's Cart will still be incompatible because we both change EntityMinecart. And as I have yet to be approached by the maker of Steve's Cart, I doubt it will happen soon. Alternatively my forge petitions may come through eventually and we'll get the hooks we need that will make it much simpler to be compatible.
I detect sarcasm, is there an issue?